run the table poker football app

96
Larry K. Gay creator and designer 1602-2 N. Stella Ave. Wenatchee, WA 98801 360-269-1884 1/7/2015 This manual is the basic concept of combining Eidetic Imagery, its’ interruption within any given controlled setting, and measuring proportional associations. The application used in this manual is the game of pool. Run the Table Concept Manual

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L a r r y K . G a y c r e a t o r a n d

d e s i g n e r

1 6 0 2 - 2 N . S t e l l a A v e .

W e n a t c h e e , W A 9 8 8 0 1

3 6 0 - 2 6 9 - 1 8 8 4

1 / 7 / 2 0 1 5

Larry K. Gay

This manual is the basic concept of combining Eidetic Imagery,

its’ interruption within any given controlled setting, and

measuring proportional associations. The application used in this

manual is the game of pool.

Run the Table Concept Manual

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Table of Contents

Introduction …………………………………………………………………… 3 How to Play ………………………………….…………..…………….……… 4

Lagging for break ………….………………………………………….. 19

3 Ball settings……………………………………………………………. 19

3 Ball Rack & Rules …………………………………………………… 22

7 Ball Settings …………………………………………………………… 30

7 Ball Rack & Rules …………………………………………………… 35

8 Ball Settings …………………………………………………………… 44

8 Ball Rack & Rules ……………………………………………………. 49

9 Ball Settings …………………………………………………………… 54

9 Ball Rack & Rules …………………………………………………… 59

Cribbage Pool Settings ……………………………………………… 67

Cribbage Pool Rack & Rules ………………………………………… 71

Other Applications ……………………………………………………… 76

Football Application ………………………………………………………… 86

Poker Application …………….……………………………………………….. 91

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.

RUN THE TABLE

This manual is the basic concept of combining Eidetic Imagery, its’

interruption within any given controlled setting, and measuring proportional

associations. The application used in this manual is the game of pool.

THE LAST PORTION OF THIS MANUAL SHARES A VERY LIMITED NUMBER OF

SUGGESTIONS FOR FUTURE MARKETS AND APPLICATIONS. THE GAME OF

POOL IS THE CHOSEN APPLICATION FOR ILLUSTRATION PURPOSES. IN THIS

APPLICATION THERE ARE VERY FEW FIXED CHOICES FOR EACH SETTING. LATER

VERSIONS WILL HAVE A MUCH MORE VARIED LIST FOR EACH GENRE. FOR

EXAMPLE FOR CHILDREN’S USAGE THERE MAY BE A FROG POND FELT AND

FISH AND FROGS HIDING IN THE POND. SOMEONE ELSE MAY WANT AN INTER-

GALACTIC QUEST WITH STARS/SPACE FELT AND ALIEN SPACE SHIPS TO

REMEMBER. RIGHT NOW THESE EXAMPLES SHOW ONLY FIXED IMAGES TO BE

CHOSEN. LATER VERSIONS WILL HAVE THE OPTION OF VIDEO FELT. A

DIFFERENCE WOULD BE A FROG POND WITH FISH SWIMMING AROUND AND

REMEMBERING WHERE THE FROGS AND CRABS ARE. STILL LATER VERSIONS

WILL HAVE THE ABILITY TO UPLOAD YOUR OWN IMAGE AS A FIXED FELT OR

UPLOAD YOUR OWN VIDEO FOR A VIDEO FELT. THE FELT COULD BE LAST

CHRISTMAS WITH THE FAMILY AND NEEDING TO REMEMBER DIFFERENT

LOOKING CHRISTMAS PRESENTS WHILE THAT IS PLAYING IN THE

BACKGROUND. THE SUGGESTIONS ARE ONLY LIMITED BY IMAGINATION.

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TO PLAY:

VARIOUS RACKS CAN BE USED FOR VARIOUS GAMES – 3 BALL, 7 BALL, 8 BALL,

9 BALL, AND CRIBBAGE POOL. EVERY GAME HAS SAME BASIC RULES OF

SCATTERING THE BALLS, STUDYING WHERE THEY ARE, AND CORRECTLY

RECALLING THEM IN VARIOUS MANNERS.

THE DIFFICULTY FACTOR LIES IN HOW MANY BALLS YOU USE, HOW TO RECALL

THEM, I.E. SOLIDS/STRIPES OR IN ORDER, AND IN WHAT IS CHOSEN TO BE

SEEN AS A PATTERN ONCE THE BALLS HAVE CHANGED.

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THE FREE APPLICATION WILL HAVE COPPER CUES PROVIDED THE SAME TO

ALL. BRONZE CUES, SILVER CUES, GOLD CUES, PLATINUM CUES, AND

DIAMOND CUES CAN BE EARNED. A PLAYER MAY ALSO PLAY THE GAME ON

TOUCH SCREEN AND HAVE HIS OR HER CUE SHOWING WITH AVATAR. EACH

TEAM COULD MONOGRAM CUES FOR THEMSELVES.

(PROGRAMMING NOTE: SHOT CLOCK TO BE SEET AT 3 SECONDS WITH 5

SECONDS BEFORE THE NEXT SHOT MAY BE CALLED AND SHOT CLOCK STARTS

AGAIN. IN HARDER GAMES LIKE CRIBBAGE PERHAPS A 5 SECOND SHOT CLOCK

WITH 10 SECONDS IN BETWEEN SHOTS.)

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(PLEASE NOTE THE WHITE BOXES AROUND BALLS ARE TO BE REMOVED –

ILLUSTRATION PURPOSES ONLY):

THIS ILLUSTRATION SHOWS A BASIC GRAPH FORMAT TO FOLLOW. EACH BALL

IS SET WITHIN A GIVEN FRAME. THESE POSITIONS COULD VARY SLIGHTLY

WITHIN EACH FRAME OR REMAIN A CONSTANT PATTERN. THIS VIEW IS KEPT

TO STUDY FOR 10, 20, OR 30 SECONDS DEPENDING ON THE LEVEL OF PLAY. AT

THE END OF THE COUNTDOWN TIMER THE BALLS ALL CONVERT INTO A

CHOSEN PATTERN – GRAPH, CIRCULAR, OR BOXES.

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EXAMPLE 1 OF A BOX FORMAT:

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EXAMPLE 2 OF A BOX FORMAT:

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EXAMPLE 1 CIRCLE FORMAT:

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EXAMPLE 2 CIRCLE FORMAT:

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THE APPEARANCE OF THE BALLS AFTER CHANGING CAN ALSO BE SET WITH

DIFFERING KINDS – SHAPE, SIZE, AND COLOR OR MARKINGS. EXAMPLES OF

THESE WILL FOLLOW.

THE FOLLOWING ILLUSTRATION IS A BASIC GRAPHING FORMAT WITH A

PATTERN OF SOLID BLACK BALLS:

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THE FORMATTING OF THE SPREAD OF THE BALLS COULD BE STRUCTURED

EVERY TIME AS SHOWN ABOVE OR RANDOMLY LIKE BELOW. THE BALLS THEN

REMAIN VISIBLE FOR A CHOSEN TIME AND CHANGE INTO THE PATTERN SET

BY PLAYERS.

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EXAMPLE OF RANDOM FORMATTING USING A ONE- SIDE-WHITE-AND-ONE-

SIDE-BLACK PATTERN:

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A SLIGHT CHANGE WOULD PRODUCE THE FOLLOWING RESULT:

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YET ANOTHER SLIGHT CHANGE WOULD PRODUCE THE FOLLOWING RESULT:

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PLAYERS CAN CHOOSE DIFFERING LEVELS OF DIFFICULTY BY CHOOSING

BETWEEN 3 BALL, 7 BALL, 8 BALL, 9 BALL, ROTATION, OR CRIBBAGE POOL.

AVATARS COULD BE USED: CREATE YOUR OWN CHARACTER LOOK WITH YOUR

PARTICULAR LEVEL OF CUE STICK TO USE.

THE ORIGINAL GAME IS FREE AND WILL ALLOW A PERSON TO PRACTICE

ALONE, PLAY AGAINST ANOTHER, AND EVEN PLAY PARTNERS ON THEIR OWN.

IF A PERSON WANTS TO JOIN A POOL HALL AND COMPETE THEN EVERYONE

BEGINS AT SAME LEVEL OF POINTS AND CUE.

A PERSON MAY PURCHASE MORE POINTS IF THEY LOSE ALL OF THEIR OWN. A

PERSON MUST ACQUIRE A PARTICULAR NUMBER OF POINTS TO GET TO THE

NEXT LEVEL OF A POOL CUE.

VARIOUS LEVELS OF POINTS SUCH AS COPPER, BRONZE, SILVER, GOLD,

PLATINUM AND DIAMOND POINTS ARE OBTAINED. ANYONE MAY CHALLENGE

ANYONE IN ORDER TO WIN MORE POINTS.

EXAMPLE:

A PLAYER BUYS 10 COPPER POINTS FOR ONE PENNY PER POINT TO BEGIN. A

PLAYER THEN PLAYS ANOTHER FOR 1 POINT EACH. THE WINNER OF THE

GAME RECEIVES THE 2 POINT POT. THE LEVEL OF PROGRESSION IS

CALCULATED IN THIS MANNER: 1 WIN = 1 COPPER POINT; 50 COPPER POINTS

= 1 SILVER POINT; 50 SILVER POINTS = 1 GOLD POINT; 50 GOLD POINTS = 1

PLATINUM POINT; AND 50 PLATINUM POINTS = 1 DIAMOND POINT. EACH

PERSON RECEIVES A NEXT LEVEL CUE AS THEY MOVE UP FROM WOOD CUE;

COPPER CUE, SILVER CUE, GOLD CUE, PLATINUM CUE, AND DIAMOND CUE.

CLUB BENEFITS:

COPPER CUE = RECEIVE 5 EXTRA COPPER POINTS SIGNING BONUS

BRONZE CUE = RECEIVE 25 EXTRA BRONZE POINTS SIGNING BONUS

SILVER CUE = RECEIVE 50 EXTRA SIILVER POINTS SIGNING BONUS

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GOLD CUE = RECEIVE 500 EXTRA GOLD POINTS SIGNING BONUS

PLATINUM CUE = RECEIVE 5000 EXTRA PLATINUM POINTS SIGNING BONUS

DIAMOND CUE = WILL VARY WITH DIFFICULTY OF GAME ALSO (coming)

PLAYERS WHO HAVE PROGRESSED TO A GOLD CUE COULD PLAY ONE

ANOTHER IN TOURNAMENTS; WOOD CUES IN TOURNAMENTS, ETC. A POOL

TEAM WOULD CONSIST OF 3 – 5 PLAYERS IN THE POOL HALL WHO AGREE TO

TEAM UP; THERE WILL BE MULTIPLE TEAMS IN ANY POOL HALL.

TEAM COMPETITION IN LEAGUES FOLLOW THE SAME BRACKET PATTERNS OF

APA POOL LEAGUE TO DETERMINE CHAMPIONS. SEE ILLUSTRATION BELOW.

(Bracket retrieved on Jan. 4, 2014, from http://www.printyourbrackets.com/poolbrackets.html)

THIS BRACKET COULD BE USED FOR TEAM COMPETITION WITHIN LEAGUES.

THE SAME BRACKET COULD ALSO BE USED FOR LEAGUE TOURNAMENTS

WITHIN DIVISIONS AND CONFERENCES.

THERE WOULD BE “POOL HALLS” WHERE PEOPLE COULD MEET TO PLAY.

THERE WILL BE MULTIPLE TABLES IN EACH POOL HALL; WOOD TABLES,

COPPER TABLES, SILVER TABLES, GOLD TABLES, PLATINUM TABLES, AND

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DIAMOND TABLES. ONLY THE PLAYERS WITH A CORRESPONDING CUE LEVELS

MAY PLAY ON ANY GIVEN TABLE.

EACH POOL HALL COULD JOIN A POOL LEAGUE JUST LIKE THE REAL GAME.

PLEASE SEE GAME RULES.

TEAMS CONSIST OF AT LEAST 3 PLAYERS AND NO MORE THAN 5. WHEN

THERE ARE 6 PLAYERS THEY SPLIT INTO 2 TEAMS OF 3. THESE VARIOUS TEAMS

IN EACH POOL HALL CAN THEN COMPETE WITH OTHER POOL HALL TEAMS

WITHIN THEIR OWN CUE LEVEL.

LEAGUES ARE COMPRISED IN THE SAME MANNER. THERE MUST BE AT LEAST

3 TEAMS TO FORM A LEAGUE BUT NO MORE THAN 5 TEAMS. 6 TEAMS WILL

DIVIDE INTO TWO LEAGUES OF 3 TEAMS EACH. THIS WILL BUILD UP THE

LOWER BRACKETS OF THE COMPETITION.

TOURNAMENTS CULMINATE IN AN ANNUAL COMPETITION JUST LIKE THE

REAL POOL LEAGUES. EACH PLAYER CAN BUILD HIS OR HER OWN TEAM WITH

PEOPLE WHO ARE AGREED TO DO SO AT ANY PARTICULAR LEVEL TO FORM

THE BEST TEAM POSSIBLE. JOINING ANY TEAM WORKS THE SAME AS REAL

TEAMS; TRYOUTS AND VOTING OF THE PLAYERS. THERE MAY ALSO BE

SUBSITUTES IF SOMEONE CANNOT PLAY ANY PARTICULAR TEAM

COMPETITION.

EACH TEAM COULD THEN JOIN A LEAGUE AND COMPETE FOR LEAGUE

CHAMP. LEAGUE CHAMPS THEN COMPETE AND ONE WILL BECOME NATIONAL

CHAMPION EACH YEAR.

THIS MAY BE DONE ON AN INDIVIDUAL LEVEL OR TEAM LEVEL OF

COMPETITION AS THE REAL TOURNAMENTS DO.

THE LEVEL OF DIFFICULTY ON ANY TABLE ARISES FROM INTERFERENCE, THE

VARIOUS COLORS AND PATTERNS OF FELT. JUST LIKE REAL POOL YOU MUST

BE ABLE TO MAKE THE EASY SHOTS UNDER PRESSURE.

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SETTINGS FOR GAME:

GENERAL SETTINGS FOR ALL GAMES:

LAGGING FOR BREAK

THE PLAYER TO SHOOT FIRST IS CHOSEN BY CHOOSING BALLS FROM A

RANDOM PLACEMENT OF DISGUISED BALLS. PLAYERS WILL EACH “SHOOT” A

BALL; THE PLAYER TO FIND THE CUE BALL IN THE FEWEST MOVES WILL BEGIN

THE GAME, AKA BREAK. IF THERE IS A TIE THE PROCESS IS REPEATED.

3 BALL SETTINGS FELT

CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK

NO (DEFAULT)

YES

GREEN (DEFAULT)

DESCENDING LINES

BABY GOATS

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FORMAT (AKA THE LAY OF THE TABLE)

RANDOM ONLY

STUDY TIME

10 SECONDS (DEFAULT)

15 SECONDS

20 SECONDS

PATTERN

STANDARD SIZE (DEFAULT)

LARGE

GIANT

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SOLID BLACK BALLS (DEFAULT)

ALL THE SAME

ASSORTED

SIZES

ALL THE SAME AS ABOVE

VARIOUS

NUMBER OF SAFETYS PER PLAYER

NONE (DEFAULT)

ONE

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3 BALL RACK & RULES:

(Please note that the background colors of the balls will be removed.

Illustration purposes only.)

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THE LAG COULD LOOK LIKE THE FOLLOWING SAMPLE:

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AFTER THE LAG THE WINNER WILL BREAK THE BALLS AS SHOWN IN THIS

FOLLOWING ILLUSTRATION:

THE SETTINGS FOR THIS PARTICULAR GAME OF 3 BALL HAVE BEEN SET IN THE

FOLLOWING MANNER:

RANDOM FORMAT

SHAPES

VARIOUS

STUDY TIME

10 SECONDS

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SAFETYS

NONE

ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT

CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER

PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR

OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.

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THE SPREAD OF THE BALLS AND LAY OF THE TABLE COULD APPEAR LIKE THE

FOLLOWING SAMPLE: THIS WILL REMAIN STATIC FOR A PRESET TIME.

THE FOLLOWING ILLUSTRATION COULD BE A BEGINNING RANDOM FORMAT

AFTER THE STUDY PERIOD OF A 3 BALL GAME ON A VARIANT FELT:

(NOTE: IT IS MY UNDERSTANDING THAT SCIENCE HAS SHOWN THAT A VERY

FAST FLASH OF BRIGHT LIGHT BEWTEEN THIS SCREEN AND THE SCREEN TO

CHOOSE THE BALLS WILL INTERRUPT THE SHORT TERM MEMORY PATTERN OF

VARIOUS GROUPS. A STROBE IS SHOWN TO INTERRUPT FOR A LONGER

PERIOD. THIS FLASH COULD BE APPLIED PRIOR TO VIEWING THE SCREEN

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BELOW. THIS WOULD MAKE AN INTERESTING GAME ALSO – SET THE FLASH

KNOWING FULL WELL WHAT IT IS SUPPOSED TO DO TO YOU. THIS COULD

ALSO BE USED AND SPONSORED BY A UNIVERISTY PHYSCHOLOGY SCHOOL TO

RETRIEVE MASS DATA ON THE STUDY OF THE NATURE AND CAUSES OF SHORT

TERM MEMORY INTERRUPTION.

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FOR THE PURPOSES OF ILLUSTRATION AT THIS POINT THE THIRD FELT FROM 3

BALL IS SHOWN:

IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE

CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE

THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR

SHOOTING THE WRONG BALL.

THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.

THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND

MATCH.

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THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE

3 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 3 BALL

IS A LOSS.

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7 BALL SETTINGS FELT

CHANGE FELT BETWEEN STUDY PERIOD

AND SHOT CLOCK?

NO (DEFAULT)

YES

GREEN (DEFAULT)

COLORED SWIRL

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COLORED CHECKED

LADY BUGS

FORMAT (AKA THE LAY OF THE TABLE)

GRAPH

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RANDOM (DEFAULT)

1 BOX

TWO CIRCLES

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STUDY TIME

10 SECONDS

20 SECONDS (DEFAULT)

30 SECONDS

PATTERN

STANDARD SIZE (DEFAULT)

LARGE

GIANT

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SOLID BLACK BALLS (DEFAULT)

ALL THE SAME

ASSORTED

SIZE

ALL THE SAME AS ABOVE

VARIOUS

NUMBER OF SAFETYS PER PLAYER

NONE

ONE (DEFAULT)

TWO

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7 BALL RACK & RULES: (Please note that the background colors of the balls will be removed. Illustration purposes only. An updated photo

with proper rack will follow.)

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OPENING TABLE TO BEGIN GAME:

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THE LAG COULD LOOK LIKE THE FOLLOWING SAMPLE:

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AFTER THE LAG THE WINNER WILL BREAK THE BALLS AS SHOWN IN THIS

FOLLOWING ILLUSTRATION:

THE SETTINGS FOR THIS PARTICULAR GAME OF 7 BALL HAVE BEEN SET IN THE

FOLLOWING MANNER:

RANDOM FORMAT

FELT

CHANGE BETWEEN TABLES

PATTERN

SHAPES

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ROOSTER

SIZE

STANDARD (DEFAULT)

STUDY TIME

20 SECONDS

SAFETYS

ONE

ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT

CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER

PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR

OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.

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THE SPREAD OF THE BALLS AND LAY OF THE TABLE COULD APPEAR LIKE THE

FOLLOWING SAMPLE: THIS WILL REMAIN STATIC FOR A PRESET TIME.

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THE FOLLOWING ILLUSTRATION IS BASED UPON THE LAST SAMPLE AND

COULD BE A CHANGE IN FELT AFTER THE STUDY PERIOD OF TWENTY

SECONDS:

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FOR THE PURPOSES OF ILLUSTRATION AT THIS POINT A VARIATION OF FELT

FROM 7 BALL IS SHOWN:

IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE

CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE

THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR

SHOOTING THE WRONG BALL.

THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.

THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND

MATCH.

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THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE

7 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 7 BALL

IS A LOSS.

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8 BALL SETTINGS FELT

CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?

NO (DEFAULT)

YES

GREEN (DEFAULT)

COLORED SWIRL

COLORED CHECKED

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FORMAT (AKA THE LAY OF THE TABLE)

GRAPH (DEFAULT)

RANDOM

4 BOXES

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ONE CIRCLE

STUDY TIME

10 SECONDS

20 SECONDS

30 SECONDS (DEFAULT)

PATTERN

STANDARD SIZE (DEFAULT)

LARGE

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GIANT

½ WHITE AND ½ BLACK (DEFAULT)

ALL THE SAME

ASSORTED

SIZES

ALL THE SAME

VARIOUS

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NUMBER OF SAFETYS PER PLAYER

NONE

ONE (DEFAULT)

TWO

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8 BALL RACK & RULES

NOW WE ARE READY TO BEGIN A STANDARD GAME OF 8 BALL WITH A

RANDOM STARTING FORMAT AND OUR CHOICE OF PATTERNS AND SHAPES

TO VIEW:

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THIS NEXT ILLUSTRATION SHOWS THE TABLE AFTER THE BREAK AND DURING

THE STUDY PERIOD. THIS TABLE IS GREEN FELT. THIS WILL REMAIN VISIBLE

FOR 30 SECONDS DEFAULT BEFORE CHANGING BALLS AND/OR FELT.

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THIS NEXT ILLUSTRATION SHOWS THE TABLE AFTER THE BREAK AND STUDY

PERIOD. THIS TABLE IS GREEN FELT, ½ & ½ PATTERNS, SAME SIZE AND A

RANDOM FORMAT, AKA THE LAY OF THE TABLE.

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THE FOLLOWING ILLUSTRATION DEPICTS A VARIANT FELT AND PATTERN FOR

THIS SAME GAME:

AT THIS POINT THE SHOT CLOCK BEGINS. EACH PLAYER MUST CHOOSE, I.E.

SHOOT A BALL, WITHIN 5 SECONDS OR FORFEITS HIS OR HER TURN. AS EACH

BALL IS CHOSEN IT WILL BE REVEALED. IF THE PLAYER IS CORRECT THERE WILL

BE THE SOUND OF A BALL BEING POCKETED OR A POP-UP SAYING “GOOD

SHOT!” AFTER 2 SECONDS THE BALL WILL DISAPPEAR FROM THE TABLE. IF THE

PLAYER CHOOSES INCORRECTLY THERE WILL BE A POP-UP PROCLAIMING A

FOUL. THE BALL WILL THEN REVERT TO BEING COVERED UP AND THE PLAYERS

WILL NEED TO REMEMBER WHAT THAT BALL WAS. IN THE EVENT THE PLAYER

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CHOOSES THE CUE BALL A POP-UP WILL APPEAR PROCLAIMING THE PLAYER

HAS SCRATCHED. IT WILL THEN BECOME THE OTHER PLAYER’S SHOT.

THE PLAYER WHO SHOOTS FIRST MUST SHOOT A SOLID OR A STRIPE TO

CONTINUE TO SHOOT; THESE BECOME THEIR BALLS; THE OTHERS BELONG TO

THE OTHER PLAYER. THEY WILL CONTINUE TO SHOOT THEIR OWN BALLS

WITHOUT POCKETING THE 8 OR SCRATCHING OR COMMTITTING A FOUL. AS

LONG AS A PLAYER SHOOTS ACCURATELY WITHIN THE ALLOTED TIME THEY

CONTINUE TO SHOOT. THEY CAN RUN THE TABLE AND WIN THE GAME.

WHEN THERE ARE TWO BALLS LEFT, THE 8 BALL AND THE CUE BALL, THE

PLAYER MUST POCKET THE 8 BALL FIRST. IF THE CUE BALL IS POCKETED FIRST

THIS IS A SCRATCH ON THE 8 AND YOU LOSE THE GAME. THE GAME IS OVER

WHEN THE CUE BALL IS THE ONLY BALL LEFT ON THE TABLE. A PLAYER LOSES

IF THEY “SCRATCH” ON THE 8 BALL BY POCKETING THE CUE BALL INSTEAD OF

THE 8 BALL FIRST.

ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT

CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER

PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN HOPES THAT YOUR

OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.

SOME GAMES MAY LAST A WHILE DEPENDING ON THE PLAYERS, AGAIN JUST

LIKE IN REAL POOL, OR SOMEONE GOOD COULD RUN THE TABLE.

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9 BALL SETTINGS FELT

CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?

NO (DEFAULT)

YES

GREEN (DEFAULT)

WAR ZONE

AQUARIUM

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FORMAT (AKA THE LAY OF THE TABLE)

GRAPH (DEFAULT)

RANDOM

4 BOXES

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ONE CIRCLE

STUDY TIME

10 SECONDS

20 SECONDS (DEFAULT)

30 SECONDS

PATTERN

SIZE

STANDARD (DEFAULT)

LARGE

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GIANT

ALL THE SAME (DEFAULT)

DIFFERING

APPEARANCE

½ WHITE AND ½ BLACK (DEFAULT)

PEOPLE

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FARM ANIMALS

NUMBER OF SAFETYS PER PLAYER

NONE

ONE (DEFAULT)

TWO

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9 BALL RACK & RULES:

(Please note that the background colors of the balls will be removed.

Illustration purposes only.)

NOW WE ARE READY TO BEGIN A STANDARD GAME OF 8 BALL WITH A

RANDOM STARTING FORMAT AND OUR CHOICE OF PATTERNS AND SHAPES

TO VIEW:

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THE FOLLOWING ILLUSTRATION IS AFTER THE 9 BALL BREAK. THIS IS SET TO

STUDY FOR 30 SECONDS BEFORE CHANGING TO THE NEXT SCREEN.

AFTER THE STUDY PERIOD THE TABLE COULD CHANGE TO THE FOLLOWING:

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A VARIATION OF THE SAME TABLE COULD BE ACHIEVED BY CHANGING THE

FELT DURING THE STUDY PERIOD AS SHOWN BELOW:

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THE NEXT ILLUSTRATION IS AFTER THE STUDYING THE LAY OF THE TABLE AND

AT THE BEGINNING OF THE SHOT CLOCK. THIS IS USING THE SAME FELT AS

THE PREVIOUS VARIATION.

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BEGINNNING A GAME OF 9 BALL

THE SETTINGS FOR THIS PARTICULAR GAME OF 9 BALL HAVE BEEN SET IN THE

FOLLOWING MANNER:

FORMAT

CIRCLE

FELT

AQUARIUM

REMAIN THE SAME

PATTERN

SIZE

STANDARD

APPEARANCE

FARM ANIMALS

STUDY TIME

20 SECONDS

SAFETYS

ONE

ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT

CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER

PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR

OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.

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THE FOLLOWING TABLE COULD APPEAR TO STUDY FOR 20 SECONDS:

(NOTE: LATER VERSIONS COULD HAVE A VIDEO OF THIS IN BACKGROUND.)

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THIS IS THE LAYOUT OF THE TABLE AT THE BEGINNING OF THIS SHOT CLOCK

ON THIS GAME OF 9 BALL.

IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE

CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE

THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR

SHOOTING THE WRONG BALL.

THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.

THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND

MATCH.

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THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE

9 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 9 BALL

IS A LOSS.

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CRIBBAGE POOL SETTINGS FELT

CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?

NO (DEFAULT)

YES

GREEN

BLUE (DEFAULT)

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FORMAT (AKA THE LAY OF THE TABLE)

GRAPH (DEFAULT)

RANDOM

4 BOXES

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ONE CIRCLE

STUDY TIME

10 SECONDS

20 SECONDS

30 SECONDS (DEFAULT)

PATTERN

SIZE

STANDARD (DEFAULT)

LARGE

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GIANT

SAME (DEFAULT)

DIFFERENT

APPEARANCE

ACES (DEFAULT)

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(LATER VERSION COULD HAVE DECK OF CARDS BEING DEALT OVER

BALLS TO COVER THEM UP FROM VARIOUS RANDOM CARDS OF A

52 CARD DECK.)

DRAGONS

NUMBERS

NUMBER OF SAFETYS PER PLAYER

NONE

ONE (DEFAULT)

TWO

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CRIBBAGE POOL RACK AND RULES:

(Please note that the background colors of the balls will be removed.

Illustration purposes only...)

CRIBBAGE IS A COMBINATION OF TWO BALLS THAT EQUAL A TOTAL OF 15

POINTS; I.E. 14-1, 13-2, 7-8, 5-10, ETC. TO WIN THE GAME A PLAYER MJST BE

FIRST TO EARN 5 CRIBBAGE OF 8 IN EACH RACK BEFORE HIS OR HER

OPPONENT. THERE ARE 7 CRIBBAGE PAIRS: (1-14, 2-13, 3-12, 4-11, 5-10, 6-9,

& 7-8). AFTER ALL THE CRIBBAGE PAIRS HAVE BEEN POCKETED, THE 15 BALL IS

CRIBBAGE BY ITSELF. THE 15 BALL MUST BE THE LAST CRIBBAGE PLAYED, AND

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ONLY IF NECESSARY FOR THE 5 CRIBBAGE WIN. AS SOON AS A PLAYER HAS 5

CRIBBAGE, THE GAME IS OVER.

SHOWN BELOW IS THE LAY OF THE TABLE AFTER THE OPENING BREAK:

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THE NEXT ILLUSTRATION IS THE SAME TABLE AFTER THE STUDY PERIOD IS

OVER:

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ANOTHER POSSIBLE SETTING WOULD ALLOW THE TABLE TO HAVE THIS

APPEARANCE INSTEAD:

THE FIRST PLAYER WILL SHOOT A BALL AND IT WILL BE REVEALED. THE SAME

PLAYER SHOOTS ANOTHER BALL AND IT WILL BE REVEALED. IF THE TWO BALLS

ADD UP TO 15, CRIBBAGE, THEN IT IS ANNOUNCED AND THE PLAYER RECEIVES

1 CRIBBAGE. HE OR SHE WILL THEN CONTINUE TO SHOOT. IF THE TWO BALLS

DO NOT MAKE CRIBBAGE THEY WILL BE TURNED BACK OVER AND HIDDEN. IF

THE CUE BALL IS CHOSEN AS EITHER BALL IT IS A SCRATCH AND THE BALLS ARE

TURNED BACK OVER. EACH PLAYER THEN MUST REMEMBER WHAT BALLS ARE

WHERE IN ORDER TO WIN. IF THE 15 BALL IS CHOSEN BEFORE IT IS THE LAST

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BALL, EXCEPTING THE CUE BALL, IT WILL BE TURNED BACK OVER AND THEY

WILL LOSE THEIR TURN.

WHEN THE ONLY TWO BALLS ON THE TABLE ARE THE CUE BALL AND THE 15

BALL, THE PLAYER MUST CORRECTLY SHOOT THE 15 BALL ON THEIR FIRST

SHOT. IF THEY SHOT THE CUE BALL FIRST THEY LOSE THE GAME.

OTHER APPLICATIONS:

CRIBBAGE POOL BOARD GAME WITH BALLS AND SLOTS THAT CAN BE

REVEALED

ADVERTISING SPONSORS – EARN AIRLINE MILES OF CREDIT CARD POINTS

PLAYING THE GAME. BRUNSWICK BILLIARDS OR ANOTHER COULD SPONSER

THE POOL APPLICATION USING ALL OF THEIR OWN PRODUCTS WITH LOGO.

MILITARY COMBAT GAMES USING STROBES AND EXPLOSIONS TO INTERRUPT

IMAGERY ON VARIOUS LEVELS (Every player begins as a private and can

advance ranks to that of 5 star general instead of various cue levels, etc.)

EDUCATION AND LEARNING TO HELP MAINTAIN AND IMPROVE EIDETIC

IMAGERY SKILLS

REASEARCH IN GATHERING DATA FOR EIDETIC IMAGERY, LOSS,

IMPROVEMENT, IMPAIRMENT, AND EVENTUALLY GAINING BETTER

UNDERSTANDING OF ALZEIMER’S. Retrain past associations to have new and

pleasant associations by having fun playing a game. (Be used in PTSD to alter

associations, aka altering memory, which had been formed during combat and

replace with the new associations for similar, everyday events, and eventually

even the horrific associations with people/places/sounds. Pavlov could have

retrained his dog so that the bell, rather than producing saliva and it expecting

food into a cowering position expecting a beating. It may take longer, but he

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also could have altered things, reversing the order, i.e. from a beating to

getting food.)

MARKETS

POOL PLAYERS - LEAGUE

POOL VIDEO GAME PLAYERS

PAID POKER PLAYER MEMBERS

MONEY SPENT ON LINE POKER EACH MONTH

MONEY SPENT ON PAID VIDEO POOL SITES

EDUCATIONAL

TOYS, FIRST COMPUTERS

MENSA KIND OF MARKETS

RESEARCH

PTSD THERAPY

STUDY ON INTERRRUPTION FACTOR

SOUND

LIGHT

VISUAL

MILITARY TRAING TO BE ABLE TO BLOCK OUT DISTRACTIONS OF A

PARTICULAR KIND

ALZHEIMER’S RESEARCH

ADVERTISING – NO MORE ADVERTISING ON GAMES, WHY NOT LET THE

GAME BE THE AD? SPONSORED PRODUCTS ARE SHOWN.

BRAND BUILDING AND ASSOCIATION – DISPROPORTIONAL

ASSOCIATIONS

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ANOTHER USAGE COULD BE IN A WORD GAME SIMILAR TO HANGMAN AND

WHEEL OF FORTUNE. THE FELT SHOWS A WORD SUCH AS “INTELLECT.” THE

LETTERS ARE THEN MIXED UP TO STUDY FOR A PERIOD. THE LETTERS ARE

THEN COVERED WITH NUMBERS FOR THE PLAYERS TO PICK ONE AT A TIME.

THE FIRST TO COMPLETELY SPELL THE WORD CORRECTLY, INCLUDING THE

PERIOD AT THE END, IS THE WINNER. THIS COULD BE MADE HARDER OR

EASIER BY PLACING MORE THEN ONE PERIOD (THAT ACTS LIKE THE CUE BALL

IN POOL), OR MORE THAN THE NEEDED VOWELS, OR A FREE PLAY OR TWO

AND EVEN A BANKRUPT.

THE SAME IS HELD TRUE IN REVERSE. USE A PATTERN OF NUMBERS SUCH AS

3, 9, 27, 81, ??. THE CHOICES ARE THEN SHOWN AND SCRAMBLED; 243, 263,

283, RECALL EACH OF THEM IN ORDER THEN AT THE LAST NEED TO GET THE

CORRECT ANSWER FROM FIGURING OUT WHAT THE PATTERN WAS, THE

ANSWER, WHERE EACH WAS LOCATED, AND RECALL THEM IN ORDER.

THE NEAREST ASSOCIATION BETWEEN TWO ITEMS IS A STRAIGHT LINE –

DIRECT ASSOCIATION. BY USING AN EVER INCREASING BELL CURVE FOR THE

ASSOCIATED LINKS WE CAN MANAGE TO CHANGE ANYTHING INTO BEING

ASSOCIATED WITH ANYTHING ELSE; THE MORE INTENSE AND JUXAPOSED TO

ONE ANOTHER IN ASSOCIATION THE MORE ‘SCRAMBLING’ OF THE BRAIN

OCCURS WITHIN THE BRAIN. IT IS DURING THIS SPLIT SECOND SCRAMBLE

THAT THE NEW INFORMATION IS INTERJECTED. BY GRADUALLY REDUCING

THE JUXAPOSITION TOWARD AN EVER DECREASING BELL CURVE, NUMBER OF

ASSOCIATIONS, WE CAN THEN MOVE THE TWO INITIAL ITEMS NEARER TO A

DIRECT ONE, OR A STRAIGHT LINE. THE LEVEL AND INTENSITY OF THESE

INTERRUPTIONS AND RESETTING SHOULD REDUCE THE NUMBER OF ITEMS

NEEDING TO BE UNASSOCIATED.

COMPANIES WILL HAVE THEIR OWN APPS, AKA GAMES TO PLAY. FOR

EXAMPLE WINCHESTER ARMS COULD HAVE A GAME WHERE PLAYERS BEGIN

WITH BB GUNS SHOOTING TIN CANS. NEXT LEVEL THEY USE ONE OF

WINCHESTER’S PELLET GUNS, THEN 22s, 410 SHOTGUNS AND SO ON. THEY

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GO IN STEPS TO BE HUNTING BIG GAME WITH THE BEST OPTICS, GUIDES, AND

EQUIPMENT THAT WINCHESTER MAKES. THESE PLAYERS WILL BE SOLD ON

WINCHESTER THEIR ENTIRE LIVES. CABELLO, BASS PRO SHOPS, AND VARIOUS

OTHERS COULD DO THE SAME. THESE CHANGES ONLY REQUIRE A DIFFERENT

FELT AND CUSTOMIZED PATTERN FOR THE COMPANY. THIS IS A VERY EASY

SWITCH TO MAKE ON PROGRAMMING.

A GAME SIMILAR TO JEOPARDY - FOLKS LOOK AT A PICTURE THEN IT GOES

AWAY. THEY ARE THEN ASKED QUESTION ABOUT THE PHOTO. # OF TREES; 0,

1, 3, 4. THE FIRST TO BUZZ IN GETS TO ANSWER FIRST AND SO ON. DETAIL SIZE

AND APPEARANCE IN ANY PHOTO FOLLOW SAME RULES AS OUTLINED

WITHIN.

THERAPY COULD BE PRESCRIBED – DIFFERING KIND OF GAMES TO RE-

ASSOCIATE SMELLS, OR SOUNDS, OR SIGHTS; A THERAPY ROOM (?) THAT

WOULD ALLOW A PERSON TO SMELL, SEE, AND HEAR VARIOUS EFFECTS

ASSCOIATED WITH ANY EVENT; ASSOCIATING THAT PARTICULAR SMELL OR

SOUND WITH A PLEASANT EVENT CHANGES HOW THAT SMELL OR SOUND IS

NOW PERCEIVED AND IN THE FUTURE.

RE-SET-YOURSELF KIND OF THERAPY; PTSD EXPLOSIONS, TAKE BACK TO

RATTLE AND RE-ASSOCIATE THE MINUTE SOUNDS WITH GOOD THINGS.

CONTINUE TO INCREASE THE SOUND IN ASSOCIATION WITH GOOD THINGS,

FIRECRACKERS, FIREWORKS, CANNON BALL SALUTE AT A FOOTBALL GAME, SO

ON. THIS WAY WHEN HE NOW HEARS THE EXPLOSION HIS FIRST RESPONSE

WILL BE AS IT WAS BEFORE WAR. TIME AND INTENSITY SHOULD ALTER

EFFECTIVENESS OF TREATMENT.

WE HAVE TRAINED OURSELVES TO BE A REACTIVE SOCIETY – WE GET INTO

TROUBLE WHEN WE ACT AS A RESPONSE TO STIMULUS BEFORE WE PAUSE TO

THINK ABOUT THE RESULT OF WHAT WE ARE ABOUT TO DO OR SAY. WE CAN

THEREFORE, RETRAIN OURSELVES, REWIRE OURSELVES, TO BE AN ACTIVE

SOCIETY – WE WILL THINK ABOUT THE RESULTS BEFORE WE SAY OR DO. THIS

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IS ACHIEVED FROM TAKING THE STEPS FROM VERY SLOW AND EASY

THINKING, NEARLY TO THE POINT OF REACTING LIKE THE 3 BALL GAME, AND

WE GRADUALLY MOVE TO THE FASTER AND MORE COMPLEX PROBLEMS THAT

REQUIRE A FASTER THINKING AND FASTER REACTION TIME. THE BRAIN

SHOULD GET USED TO THIS ORDER AND HELP US BECOME A THOUGHTFUL

AND ACTIVE SOCIETY RATHER THAN AN IMPULSIVE AND REACTIVE SOCIETY.

VERY SIMPLE ILLUSTRATION:

A HIKER AND A GRIZZLY MEET UNEXPECTATEDLY IN THE WOODS; THE BEAR

REACTS AND STANDS UP TO SEE IF YOU ARE FOOD OR THREAT. YOU SEE THE

BEAR AND REACT LIKE YOU HAVE ALREADY BEEN TAUGHT TO DO – YOU

FREEZE AND LOOK AT THE BEAR. YOU HAVE BEEN TAUGHT NOT TO RUN

BECAUSE THEN YOU ARE PERCEIVED AS FOOD. IF YOU HAVE BEEN TAUGHT TO

HUNT AND HAVE A GUN YOUR REACTION IS FAST AND APPEARS AGGRESSIVE

TO THE BEAR. HE THEN REACTS WITH RUNNING , CHARGING OR IN A SPLIT-

SECOND CONFLIT BETWEEN THE TWO. IF YOU CURL UP IN A BALL AND PLAY

DEAD YOU ARE INVITING THE BEAR TO EXAMINE YOU TO SEE IF YOU ARE

FOOD BECAUSE YOU ARE NOT A THREAT.

BUT, IF RATHER THAN REACTING TO THE BEAR IN EITHER MANNER, WHAT IF A

PERSON SIMPLY REACTS BY LOOKING AT THE BEAR BRIEFLY, LOOKING BACK

TO WHAT THEY WERE DOING AND CONTINUING AS IF THE BEAR IS NEITHER

THREAT NOR FOOD TO THEM. THEY BECOME WHAT THEY WANT TO BE SEEN

AS. THIS IS GHANDI’S IDEA OF BECOMING WHAT YOU WANT TO SEE. THE

PROBLEM LIES IN THE RETRAINING OF OURSELVES TO THINK BEFORE WE ACT.

THE TRAINING IN ANY AREA COULD BE AS SPECIFIC AS THIS APPLICATION TO

RE-INSTRUCTION ABOUT BEHAVING AROUND BEARS. WILL THIS WORK WITH

BEARS? IF I LOOK AT A DOG AND SLOWLY BLINK MY EYES WHILE COCKING MY

HEAD I AM SEEN AS ONE THING. IF I GROWL OR JERK OR SHOW FEAR I AM

SEEN AS SOMETHING ENTIRELY DIFFERENT. APPLY THIS IN ANY PARTICULAR

AND SPECIFIC AREA OF TRAINING AND ACTING BASED UPON NEW

ASSOCIATIONS..

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TEACH ASSOCIATED WORDS INSTEAD OF LETTERS – “A” with “a” then either

“A” or “a” with an apple picture. TEACH TO ASSOCIATE THE WORD “APPLE”

WITH THE PICTURE OF AN APPLE; THE PICTURE OF THE WORD “BALL” WITH

THE PHOTO OF AN ACTUAL APPLE., AND HAVE PHOTOS OF 2, 3, 4, AND MORE

APPLES THAT ARE ALL THE RIGHT MATCH TO THAT NEW PICTURE OF THE

WORD “BALLS.”

DO THE SAME WITH “HORSE,” “HORSES,” “COW,” “COWS,” AND ON WE GO.

RATHER THAN NEEDING TO CONVERT THE LETTERS INTO A WORD BEORE

INTO AN IMAGE WE NOW GO DIRECTLY FROM WORD TO IMAGE. THIS

SHOULD INCREASE READING TIME BY QUITE A BIT. THIS SHOULD RESULT IN A

METHOD TO TEACH SPEED READING TO ANYONE WHO PLAYED THE GAME

AND PROGRESSED TO HIGHER LEVELS.

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ONE EXAMPLE THAT WOULD NOT USE A POOL TABLE WITH FELT WOULD JUST

BE A BACKGROUND SCREEN WITH THE FIVE DIFFERENT ITEMS TO MATCH UP

IN PAIRS OF THREE EACH. ILLUSTRATION IS BELOW: (The following image was retrieved on January 9,

2015 from https://www.google.com/search?q=MEDIEVAL+FOREST&espv=2&biw=1242&bih=585&source=lnms&tbm=isch&sa=X&ei=n-

exVMrCO8uzogSFoYHYCQ&ved=0CAYQ_AUoAQ#imgdii=_&imgrc=XGptKrgGXc_ViM%253A%3B65UgWs5ZcwN3lM%3Bhttp%253A%252F%252Fwww.mobyga

mes.com%252Fimages%252Fshots%252Fl%252F598443-chivalry-medieval-warfare-windows-screenshot-the-bridge-

dark.jpg%3Bhttp%253A%252F%252Fwww.mobygames.com%252Fgame%252Fwindows%252Fchivalry-medieval-

warfare%252Fscreenshots%252FgameShotId%252C598443%252F%3B1680%3B1050).

THIS WILL BE THE SCREEN ON YOUR PHONE. PLEASE PRETEND THIS IS YOUR

PHONE ON THE BORDER AND NOT A POOL TABLE…

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THE NEXT ILLUSTRATION WOULD SHOW A PARTICULAR PATTERN ALREADY

SCRAMBLED AND DURING THE STUDY PERIOD:

IN THIS ILLUSTRATION WE FIND 5 DIFFERENT KINDS OF DRAGON HEADS AND

3 OF EACH KIND. THESE HAVE BEEN PLACED IN A RANDOM FORMAT. THIS

GAME IS PLAYED BY STUDYING THE ABOVE BOARD FOR 30 SECONDS THEN

THE PICTURES WILL BE COVERED UP.

THE OBJECT OF THIS GAME IS TO STUDY THE BOARD THEN TO RECALL THE

MATCHING SETS, IN GROUPS OF 3 PER TURN. A PLAYER PICKS ONE THEN

MUST MATCH THE NEXT TWO TO THAT ONE. IF HE OR SHE DOES NOT MATCH

ALL THREE THEY ARE RE-COVERED. THE FIRST PLAYER TO MATCH 3 OF THE 5

AVAILABLE SETS WINS THE GAME. BEST OF 3 GAMES IS A MATCH. AGAIN,

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THERE WILL BE A 3 SECOND SHOT CLOCK WITH A MANDATORY 5 SECONDS

AFTER THE CHOICE BEFORE A PLAYER CAN CHOOSE AGAIN.

THE TABLE AFTER THE STUDY PERIOD COULD LOOK LIKE THE FOLLOWING

ILLUSTRATION:

THIS VERSION COULD HAVE ALL PLAYERS BEGIN AS STABLE BOYS DOING A

GOOD JOB; THEN A PAGE, THEN A KNIGHT, AND FINALLY REGENT. THE

VARYING LEVELS OF HARDNESS AND PROGRESSION WOULD BRING A CHANGE

IN THE FELT FROM A STABLE TO A BACKGROUND OF CRUSADE, THEN CALM

COUNTRYSIDE AND TREES, THEN THE CASTLE GROUNDS, THEN THE KINGDOM.

IN EACH GAME THE PLAYER IS TO RESCUE A FAIR MAIDEN IN DISTRESS;

MUDPUDDLE TO DRAGONS, AND FINALY OTHER NATIONS. THE GAME HOLDS

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THE SAME RULES AS CRIBBAGE POOL. THERE ARE 5 POSSIBLE MATCHES ON

THE BOARD. THE FIRST PLAYER TO MATCH THE FIRST 3 OF THE 5 IS THE

WINNER. THERE WILL BE THE BEST OF 5 GAMES FOR THE MATCH.

WHEN A PLAYER CHOOSES INCORRECTY THE DRAGON, OR DRAGONS AT THE

SAME TIME, ROAR AND BREATHE FIRE AT HIM. WHEN THE PLAYER GETS 3

CORRECT FOR A GAME WIN ALL 3 DRAGONS ROAR IN PAIN, INCINERATE AND

ARE GONE. WHEN THE 3RD TRIPLING IS MADE, THE WINNING ONE OF THE

GAME, THE REST OF THE DRAGONS ALL ROAR AND INCINERATE AT THE SAME

TIME, GO AWAY AND THE FELT CHANGES TO A VERY PLEASANT SCENE. IF THE

MAIDEN IS FOUND TOO SOON SHE CRIES OUT FOR HELP AND THE PLAYER

LOSES HIS OR HER TURN.

SAME LEVELS OF PROGRESSION WITHIN THIS GAME AS WE SAW IN THE POOL

GAME. PLAYERS BUY MINIMAL EQUIPMENT IN THE BEGINNING, TEN CENTS

WORTH AS IN POOL, AND FOLLOW THE SAME PATTERN FOR THE REVENUE.

FOLLOW THE SAME PATTERN FOR A LITERAL VERSION OF THE GAME ITSELF.

BEGIN AS A NOVICE WHO GOES FROM PAPERBOY, TO DELIVERY SERVICE FOR

THE ENTIRE TOWN, TO COLLEGE, THEN BECOMES CFO OF BOEING.

THE SAME RULES, LEVELS, AND REVENUE APPLY TO EVERY APPLICATION.

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SEAHAWK FOOTBALL VIDEO GAME:

BEGIN AS A CHILD PLAYING TOUCH FOOTBALL ON A PEE-WEE LEAGUE. THE

VARIOUS LEVELS OF PLAY COULD BE:

HIGH SCHOOL; COLLEGE; PRO (CHOOSE TEAM, Wranglers (Cowboys), Minute-

Men (Patriots), Mustangs (Broncos), Gold Diggers (49ers), etc., and Band of

Brothers (Seahawks). The final level is the same as winning the Super Bowl. He

or she, as an individual Player, is now a Super Bowl winning quarter back on

the Seahawks Band of Brothers team, joining Russell, NO DOUBT” Wilson with

a Band of Brothers Ring. Russell “NO DOUBT” Wilson is the first Charter

Member of the Band of Brothers football video game. Raise money to support

combined charities of players and team.

ORDER OF PROGRESS: YOU MOVE UP THROUGH HIGH SCHOOL, COLLEGE,

THEN SIGN WITH A PRO TEAM. EACH PLAYER ON THE PRO LEVEL COMPETES

IN ORDER TO WIN THE BAND OF BROTHERS TROPHY, AKA SEAHAWS TROPHY

WITH THEIR LOGO.

NFLVIDEO GAME:

The settings include all the logos from all the teams in the NFL. Each player

picks a logo, his or her avatar, and continues to play to move that team into

the Super Bowl Champions with them as the quarterback. Various stadiums

for the teams are available as the felt. Distractions include horns, cheers,

fireworks or actual background video of teams playing.

Various clubhouses will be the teams for each logo. This will work exactly like

the teams on the pool league. Seattle plays Miami in tournament play, ETC.

The teams will eventually lead to a national championship once a year also.

This entire structure is exactly as outlined in the Pool Application.

(It is important to note that all logos and copied images in this manual are

used without permission at this point and are copied. These are used for

illustration purposes only and not for public sale.)

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THE ABOVE ILLUSTRATION IS AN EXAMPLE OF 9 TEAMS ON A BACKGROUND

OF CENTURYLINK FIELD IN SEATTLE.

A SIMILAR SPREAD WOULD APPEAR LIKE THE ILLUSTRATION BELOW IF THE

BACKGROUND WERE ON A FIELD OF GRASS:

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THE ABOVE GAME IS A HIGH LEVEL OF DIFFICULTY DUE TO THE NUMBER OF

TEAMS INVOLVED. THE SAME TABLE THAT WOULD BE SOMEWHAT EASIER

WOULD BE LIKE THE FOLLOWING EXAMPLE:

THE LEVEL OF DIFFICULTY IS EASILY MANIPULATED BY SETTING THE NUMBER

OF TEAMS, AS 3 BALL, 7 BALL, AND CRIBBAGE POOL. TO GIVE ANOTHER

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EXAMPLE OF WHAT CHANGES AND VARIATIONS ARE AVLAIBLE HERE ARE THE

FOLLOWING ILLUSTRATIONS:

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THE STUDY PERIOD FOR THE PRESET TIME WILL SHOW THE ABOVE SCREEN OF

CHOICE AND GAME. AFTER THE STUDY PERIOD THE TEAM LOGOS WILL BE

COVERED AND THE ABOVE TABLE WOULD APPEAR LIKE THE FOLLOWING:

ANOTHER EXAMPLE OF WHAT CAN BE DONE WITH JUST A SIMPLE CHANGE OF

SETTING:

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NEW KIND OF POKER GAME:

NUMBER OF CARDS CAN VARY WITH DIFFICULTY OR NUMBER OF PLAYERS.

THE FORMATATING AND PATTERNS CAN BE CHANGED JUST AS IN THE POOL

GAME VERSION. INTERRUPTIONS WITH SOUNDS OR LIGHTS, SHOT CLOCK,

AND VARIOUS NUMBERS OF PLAYERS AND DIFFERENT GAMES MAKE THIS

VERSION VERY EXPANDABLE ALSO.

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THE FOLLOWING ILLUSTRATION COULD BE FOR A HAND OF TEXAS HOLD ‘EM.

EACH PLAYER RECEIVES 2 CARDS UNKNOWN TO THE OTHERS. CARDS ARE

DEALT OVER THE TABLE TO VIEW FOR A SUDY PERIOD JUST LIKE THE POOL

GAME.

YOUR 2 CARDS YOU ARE DEALT:

AFTER THE STUDY PERIOD THE CARDS ARE HIDDEN AND REPLACED BY A

PICTURE(S) OF THE PLAYER’S CHOOSING. THE FELT ON THE TABLE IS ALSO

CHANGEABLE LIKE THE POOL GAME.

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AS SOON AS THE STUDY PERIOD IS OVER THE CARDS MAY BE SEEN LIKE THE

FOLLOWING ILLUSTRATION:

NOW YOU CAN SEE THE FOLLOWING TO BEGIN BETTING:

YOUR 2 CARDS:

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AND NOW THE FLOP:

NOW, JUST LIKE IN THE CURRENT VIDEO VERSIONS OF POKER, EACH PLAYER

CAN SEE THEIR OWN 2 HOLD CARDS AND THE BACK OF THE CARDS ON THE

TABLE.

NOW THE FIRST ROUND OF BETTING, CHECKING, CALLING AND RAISING.

THEN THE TURN:

NOW THE SECOND ROUND OF BETTING, CHECKING, CALLING AND RAISING.

THEN THE RIVER:

NOW EACH PLAYER LOCKS IN THE CARDS ON THE BOARD TO MAKE THEIR

OWN HAND BY TOUCHING SCREEN OR CHOOSING FROM NUMBERED BACK OF

CARDS.

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(OPTIONAL WILL BE TO ONLY PLAY THREE ADDITIONAL CARDS, HAVE AN

INTIAL FLOP OF ONLY ONE CARD AND INCREASING ONE CARD AT A TIME. THIS

MAY PROVE BETTER FOR THE NUMBER OF OPTIONS AVAILABLE.)

TOURNAMENT RULES ALL CARRIED OVER FROM PROFESSIONAL POKER.

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THE ONLY LIMITATION IS IMAGINATION